X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fengineer%2Fengineer.cpp;h=f89fbd174d061aad7b5838a885de09976f8390dc;hb=5fa009f4af8d0a2e4f52929e1ee29f5c93986ab6;hp=e19c11e063707a8e7e91383a51044e9ce100f8df;hpb=54d520566470a4b21b2a6eac3e2943d6305dcfa1;p=r2c2.git diff --git a/source/engineer/engineer.cpp b/source/engineer/engineer.cpp index e19c11e..f89fbd1 100644 --- a/source/engineer/engineer.cpp +++ b/source/engineer/engineer.cpp @@ -17,14 +17,16 @@ #include #include #include "libr2c2/driver.h" +#include "libr2c2/trackcircuit.h" #include "libr2c2/tracktype.h" +#include "3d/allocation.h" #include "3d/path.h" #include "3d/track.h" +#include "3d/trackcircuit.h" #include "3d/vehicle.h" #include "engineer.h" -#include "mainpanel.h" -#include "trainpanel.h" -#include "trainproperties.h" +#include "mainwindow.h" +#include "traindialog.h" #include "trainview.h" using namespace std; @@ -40,7 +42,7 @@ Engineer::Engineer(int argc, char **argv): layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))), layout_3d(layout), server(0), - pipeline(window.get_width(), window.get_height(), false), + main_view(layout_3d, window.get_width(), window.get_height()), picking(false), picking_track(0), picking_entry(0), @@ -51,15 +53,15 @@ Engineer::Engineer(int argc, char **argv): window.set_title("Railroad Engineer"); window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0)); - root = new GLtk::Root(ui_res, window); + root = new GLtk::Root(ui_res, &window, &keyboard, &mouse); mouse.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::button_press), false)); mouse.signal_axis_motion.connect(sigc::bind_return(sigc::mem_fun(this, &Engineer::axis_motion), false)); root->set_visible(true); - main_panel = new MainPanel(*this); - root->add(*main_panel); - main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h); - main_panel->set_visible(true); + main_wnd = new MainWindow(*this); + root->add(*main_wnd); + main_wnd->autosize(); + main_wnd->set_position(0, window.get_height()-main_wnd->get_geometry().h); overlay = new Overlay3D(ui_res.get_default_font()); @@ -70,9 +72,16 @@ Engineer::Engineer(int argc, char **argv): DataFile::load(layout, options.layout_fn); layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added)); - layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color))); - layout.signal_block_state_changed.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color))); layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status)); + const set &blocks = layout.get_all(); + for(set::const_iterator i=blocks.begin(); i!=blocks.end(); ++i) + if(TrackCircuit *tc = (*i)->get_sensor()) + new TrackCircuit3D(layout_3d, *tc); + + const set &tracks = layout.get_all(); + for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) + if((*i)->get_type().is_turnout()) + new Path3D(layout_3d.get(**i)); if(FS::exists(options.state_fn)) DataFile::load(layout, options.state_fn); @@ -86,25 +95,15 @@ Engineer::Engineer(int argc, char **argv): // Setup 3D view DataFile::load(arrow_mesh, "arrow.mesh"); - pipeline.set_camera(&camera); - pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0); - pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit"); - pipeline.add_renderable_for_pass(*overlay, "overlay"); - - light.set_position(GL::Vector4(0, -0.259, 0.966, 0)); - light.set_diffuse(GL::Color(0.9)); - lighting.set_ambient(GL::Color(0.4)); - lighting.attach(0, light); + GL::Pipeline &pipeline = main_view.get_pipeline(); - GL::Pipeline::Pass *pass = &pipeline.add_pass(0); - pass->set_depth_test(&GL::DepthTest::lequal()); - pass->set_lighting(&lighting); - - pass = &pipeline.add_pass("unlit"); + GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit"); pass->set_depth_test(&GL::DepthTest::lequal()); + pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit"); pass = &pipeline.add_pass("overlay"); pass->set_blend(&GL::Blend::alpha()); + pipeline.add_renderable_for_pass(*overlay, "overlay"); view_all(); @@ -138,20 +137,10 @@ Engineer::~Engineer() void Engineer::set_status(const string &text) { - main_panel->set_status_text(text); + main_wnd->set_status_text(text); status_timeout = Time::now()+10*Time::sec; } -void Engineer::rearrange_panels() -{ - int y = main_panel->get_geometry().y; - for(list::iterator i=train_panels.begin(); i!=train_panels.end(); ++i) - { - y -= (*i)->get_geometry().h; - (*i)->set_position(0, y); - } -} - void Engineer::add_train_view(TrainView &tv) { train_views.push_back(&tv); @@ -192,13 +181,13 @@ void Engineer::tick() if(status_timeout && Time::now()>status_timeout) { - main_panel->set_status_text(string()); + main_wnd->set_status_text(string()); status_timeout = Time::TimeStamp(); } GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT); - pipeline.render(); + main_view.render(); if(pointer_moved) { @@ -206,7 +195,7 @@ void Engineer::tick() if(picking) { - Track *track = pick_track(pointer); + Track *track = dynamic_cast(pick_object(pointer)); if(track && track!=picking_track) { picking_track = track; @@ -214,27 +203,22 @@ void Engineer::tick() picking_entry = 0; delete picking_path; - picking_path = new Path3D(layout_3d.get_track(*track)); - if(picking_entry>=0) - picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths); - else - picking_path->set_mask(picking_track->get_type().get_paths()); + picking_path = new Path3D(layout_3d.get(*track)); picking_path->set_color(GL::Color(0)); - picking_path->set_layer(1); + picking_path->set_layer(2); } } } if(picking && picking_track && picking_entry>=0) { - camera.apply(); + main_view.get_camera().apply(); GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview()); - float rot = picking_track->get_endpoint_direction(picking_entry); - Vector pos = picking_track->get_endpoint_position(picking_entry); + Snap sn = picking_track->get_snap_node(picking_entry); - GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03); - GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1); + GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03)); + GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1); arrow_mesh.draw(); } @@ -258,18 +242,17 @@ void Engineer::button_press(unsigned btn) else if(btn==3 && picking_entry>=0) { picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size(); - picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths); } } else { - Track *track = pick_track(pointer); - if(track) + Object *obj = pick_object(pointer); + if(Track *track = dynamic_cast(obj)) { if(track->get_turnout_id()) { Block &block = track->get_block(); - if(block.get_train() && !block.get_train()->free_block(block)) + if(block.get_train() && block.get_train()->is_block_critical(block)) set_status("Turnout is busy"); else { @@ -293,6 +276,12 @@ void Engineer::button_press(unsigned btn) set_status(format("Sensor %d", sid)); } } + else if(Vehicle *veh = dynamic_cast(obj)) + { + TrainDialog *dlg = new TrainDialog(*this, *veh->get_train()); + root->add(*dlg); + dlg->autosize(); + } } } @@ -307,31 +296,25 @@ void Engineer::axis_motion(unsigned axis, float value, float) void Engineer::view_all() { - const Layout3D::TrackMap &tracks = layout_3d.get_tracks(); + const Layout3D::ObjectMap &objects = layout_3d.get_all(); - float view_aspect = float(window.get_width()-200)/window.get_height(); - float view_height = tan(camera.get_field_of_view()/2)*2; + float view_aspect = float(window.get_width())/window.get_height(); + float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f; float best_score = 0; GL::Vector3 pos; GL::Vector3 up; - for(float angle=0; anglesecond->get_bounds(angle, minp, maxp); - min_x = min(min_x, minp.x); - max_x = max(max_x, maxp.x); - min_y = min(min_y, minp.y); - max_y = max(max_y, maxp.y); - } + Transform trans = Transform::rotation(-angle, Vector(0, 0, 1)); + BoundingBox bbox; + for(Layout3D::ObjectMap::const_iterator i=objects.begin(); i!=objects.end(); ++i) + bbox = bbox|trans.transform(i->second->get_object().get_bounding_box()); + + const Vector &minp = bbox.get_minimum_point(); + const Vector &maxp = bbox.get_maximum_point(); - float width = max_x-min_x; - float height = max_y-min_y; + float width = maxp.x-minp.x; + float height = maxp.y-minp.y; float aspect = width/height; float score = min(aspect/view_aspect, view_aspect/aspect); @@ -342,8 +325,8 @@ void Engineer::view_all() float size = max(width/view_aspect, height); float c = cos(angle); float s = sin(angle); - float x = (min_x+max_x)/2-size*105/window.get_height(); - float y = (min_y+max_y)/2; + float x = (minp.x+maxp.x)/2; + float y = (minp.y+maxp.y)/2; float z = max(size*1.05/view_height, 0.15); pos = GL::Vector3(c*x-s*y, s*x+c*y, z); @@ -351,6 +334,7 @@ void Engineer::view_all() } } + GL::Camera &camera = main_view.get_camera(); camera.set_position(pos); camera.set_up_direction(up); camera.set_look_direction(GL::Vector3(0, 0, -1)); @@ -358,51 +342,20 @@ void Engineer::view_all() camera.set_depth_clip(pos.z*0.5, pos.z*1.5); } -void Engineer::set_block_color(const Block &block, const GL::Color &color) +Object *Engineer::pick_object(const Vector &p) { - const set &tracks = block.get_tracks(); - for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) - layout_3d.get_track(**i).get_path().set_color(color); -} + const GL::Vector3 &start = main_view.get_camera().get_position(); + GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0)); -void Engineer::reset_block_color(const Block &block) -{ - bool active = block.get_state()>Block::INACTIVE; - - if(block.get_train()) - { - GL::Color color; - map::iterator i = train_colors.find(block.get_train()); - if(i!=train_colors.end()) - color = i->second; - - if(active) - set_block_color(block, color*0.6); - else - set_block_color(block, color*0.5+0.5); - } - else if(active) - set_block_color(block, GL::Color(0.6)); - else - set_block_color(block, GL::Color(1)); -} - -Track *Engineer::pick_track(const Vector &p) -{ - const GL::Vector3 &start = camera.get_position(); - GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0)); - - return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z)); + // XXX Do this better; make this function a template? + if(Vehicle *veh = layout.pick(Ray(start, Vector(ray)))) + return veh; + return layout.pick(Ray(start, Vector(ray))); } void Engineer::process_new_train(Train &train) { - TrainPanel *tpanel = new TrainPanel(*this, train); - root->add(*tpanel); - train_panels.push_back(tpanel); - rearrange_panels(); - - Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0)); + Vehicle3D &loco3d = layout_3d.get(train.get_vehicle(0)); overlay->set_label(loco3d, train.get_name()); train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d))); } @@ -438,6 +391,9 @@ void Engineer::train_added(Train &train) } } train_colors[&train] = best_color; + + Allocation3D *alloc = new Allocation3D(layout_3d, train); + alloc->set_color(best_color); } void Engineer::sighandler(int sig)